Rules Section:Order of Actions:
Phase 1) Voting
Each player gets 2 votes (which must go to two different Wizards). The two Wizards with the most votes will be the Duelists for that day. You may change your votes freely up until I close voting for the day. All votes must be in
red In the event of a tie, the Duelists will be determined randomly
Phase 2) Set-up
Each player states which Wizard they will Assist, and what kind of Assistance they will give. Wizards may choose not to assist anyone, and Subtle Mages do not need to state what they are doing.
Unlike voting, you
cannot change your assist once you put it in
red. Once you place the assist you have scribed the runes of power over your chosen mage, and they cannot be undone.
Phase 3) The Duel
The Duel will be run by me using a script I've written. I'll then do a write-up of the battle to keep things exciting.
During the duel, some Wizards may use Side Actions (like night actions in normal mafia games). This includes the Dark Cabal Wizards, who select one of their members to incapacitate during the confusion surrounding the duel. Side actions are PM'd to be during the set-up phase.
We then start with the next duel
All Wizards will be Role-flipped upon Incapacitation or losing a duel.
Each player will decide on an Elemental Affinity (Fire, Earth, Air, Water) at the beginning of the game. Cabal wizards may also choose the special
Dark element. Your Affinity will give you bonuses and penalties in combat depending on whether or not you are using the correct element against your opponent. The rules that describe this are listed in the technical section below.
Each player will also decide on a Rune Color at the beginning of the game. This is simply for flavor, but will also help differentiate people.
Technical rules:
All Wizards start with the following stats:
10 Attack
10 Defense
10 Health
10 Speed
The Dark Wizards of the Cabal use Forbidden magic to enhance thier abilites, and have the following stats:
12 Attack
12 Defense
12 Health
12 Speed
Each player choose an Element at the beginning of the game (Fire, Earth, Water, Air). This is your affinity. All actions used on you by other mages are effected by your affinity. You get X2 effect if they use your affinity and 1/2 effect (rounded down) if they use the opposite affinity and the base effect if they use the other two. (Fire->Water, Air->Earth). Dark Wizards can choose the special Dark element, which does not line up with any of the other affinities. This makes them somewhat more predictable in combat (since they don't have to worry about elemental strength and weakness), but also makes them vulnerable to detection by a Seer.
During the duel each of the Duelists will pick an Element to attack with and will defend with their Affinity. Attacks using the Element Opposite to the defenders affinity will do double damage. Attacks using the same Element as the defender's affinity will do half damage.
Each duel will be done in rounds. At the start of each round an initiative roll will be made to see who makes the first action (so speed can be vital). The winner of the initiative will Attack, and then the other mage will get a counter-attack if they are still standing. The duel ends when either mage has 0 or fewer health remaining.
Observing mages effect the combat by casting an assist spell on one of the mages. The assist is one of the following:
Attack boost (+1 to mage's attack score)
Defense boost (+1 to mage's defense score)
Healing (-1 to all damage the mage receives)
Speed boost (+1 to the mage's initiative)
When making an assist:
Using Fire grants a +1 to Attack actions
Using Earth grants a +1 to Defense actions
Using Water grants a +1 to Healing actions
Using Air grants a +1 to Speed boost actions
The Assist and what Element is used in the assist is shown to everyone.
The Attack action is resolved as Attackers total Attack +/- random(10) vs Defenders total Defense +/- random(10).
Damage is the Total attack number - the Total defense number.
Special Roles:
Duelist Roles: These wizards are skilled in magic that effects the Duel, and may have advantages in the Duel themselves
War Mage: Has superior offensive magic, and can grant a bigger then usual offensive boost to another mage when assisting a Duel.
+2 to Attack attribute
+1 to all Attack Boosts
Battle Mage: Is skilled in personal combat, giving them an edge when defending and can grant a bigger then usual defensive boost to another mage when assisting a Duel.
+2 to Defense attribute
+1 to all Defense Boosts
Warrior Mage: Trained in both martial and magical combat, the Warrior Mage can shrug off hits that would incapacitate other mages.
+5 to Health attribute
Time Mage: Skilled in manipulating the energies of time, the Time Mage is swifter then most other mages, and can grant a bigger speed boost to other mages.
+2 to Speed attribute
+1 to all Speed Boosts
Healer: Has powerful Healing Magic
+2 to all Healing actions
Subtle Wizard: He specializes in casting magic unseen, and his Assist actions are not reported to the other players.
Archmage: A very powerful mage, he has a major advantage when dueling other mages.
+5 to all attributes
Side-Action Roles: These wizards can take actions during the Duel that effect other mages not in the Duel.
Nullifier: Skilled in the ways of anti-magic, the nullifier can choose one mage each day and prevent them from effecting the Duel.
Enchanter: Using thier enhanced mind magic, the Enchanter can prevent another Wizard from taking any side-actions that day.
Guardian: Carefully watches over another Wizard and can prevent them from becoming incapacitated by side-actions during the Duel.
Oracle: Can use their magic to see if another Wizard performs any side-actions during the Duel.
Justicar: A Wizard seeking the destruction of the Dark Cabal. Can examine a Wizard as a side-action to determine if they are part of the Cabal.
Grey Mage: Taking justice into his own hands, he can incapacitate a player each day as a side-action.
Seer: He can examine one player each day as a side action to learn thier Affinity.
Basic Rules:
The Voting phase will go for 48 hours, or until everyone has cast their two votes. All votes must be in
RedThe Set-up phase will last for 48 hours or until everyone has determined their actions.
Players who lose the Match are
Incapacitated. Incapacitated players are sent off to the Healing Ward to recover and are out of the tournament. Once there they can no longer talk with any of the players still in the Arena and may only speak to other players in the Healing Ward.
PMs between players are allowed, and as usual I must be copied on all of them.
Quoting a PM from me (that is not specifically a rules question) will result in a mod-kill. You may quote PMs from other players if you wish.
Incapacitated players may make one final post before heading off to the Medical ward. It may NOT convey any game information.
Unlike most mafias, the game does not actually end until a player has become the High Mage. Therefore all players have two goals, the most important being that someone from their side becomes High Mage. Once the other side has lost, your goal becomes attaining the position of High Mage for yourself.